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Sikkmod is a general enhancement mod for id Software's 2004 FPS: Doom 3. Its main purposes are to update visuals of Doom 3 to a more modern level and to allow the user to customize various aspects of the game to suit their preferred styles all while maintaining the core mechanics and aesthetics originally put in by id Software.
The mod also includes a number of fixes to and better organization of stock files in order to create a clean and more stable base for future mods.

- Gameplay:
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- Added a cvar to select between normal, Doom, and custom max armor values. The values used are set through their respective def files.

- Added a cvar to select between normal, Doom, and custom ammo capacity values. The values used are set through their respective def files.

- Added a cvar to select between normal, Doom, and custom ammo clip size values. The values used are set through their respective def files.

- Added a cvar to toggle weapon awareness. Having weapon awareness on also reduces spread/recoil while zoomed in.

- Added a cvar to select weapon handling type meaning what kind of spread/recoil to use. Fixed means the the values are fixed and variable means that the values increase as you continue firing. The mechanic is very basic but it works well enough for Doom 3 gameplay.

- Added a cvar to toggle the origin point where the player's weapon projectile is launched from. Default means it uses what's defined in the weapon's def and "From Barrel", of course, means all projectiles are launched from the weapon's barrel. The Precise crosshair works with both methods.

- Added a cvar to toggle player fall damage on/off.

- Added a cvar to set the player's movement speed. 0(Doom 3) and 1(Doom 1&2) are hard coded. 2(Custom) means it uses the values that are set in "pm_crouchspeed", "pm_walkspeed", and "pm_runspeed" cvars.

- Added a cvar to select between normal, Doom, and custom damage values. The values used are set through their respective def files. The Doom 1 & 2 values use the same math as use in the original Doom games.

- Added a cvar to select between normal, Doom, and custom locational damage scale values. The values used are set through their respective def files. Doom 1 & 2 mode means there's no locational damage.

- Added a cvar to select between normal, Doom, and custom enemy health values. The values used are set through their respective def files.

- Added a cvar to select between normal, Doom, and custom weapon damage values. The values used are set through their respective def files. The cvar also changes enemy damage values.

- Added a new monster: Spectre. Basically just a pink demon with a custom skin. It randomly replaces the normal pinky based on value of "g_enemySpectreFactor".

- Added two monsters from revility's Demon Expansion Pack: The Baron of Hell and Pain Elemental. The Baron randomly replaces the Hellknight and the Pain Elemental randomly replaces the Cacodemon. Their appearance factor is controlled by the cvars: "g_enemyBaronFactor" and "g_enemyPainElementalFactor", respectively.

- Cyberdemon no longer takes splash damage when "Cyberdemon Damage Type" is set to "All Weapons", like in the original Doom games.

- Added Chainsaw Stickage™. This is to mimic the behavior of the Doom chainsaw where the view follows the monsters being chainsawed. Should make chainsawing lost souls and other monsters easier.

- Monsters now have a "pain chance" while hacking them up with the chainsaw. The pain animation overrides their melee attack similar to how it is in Doom 1 & 2. This is to make the chainsaw a more viable weapon and, not to mention, much more fun to use.

- Removed the chainsaw's need for plasma fuel.

- Graphics:
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- Fixed sun shafts shader.

- Fixed/improved a number of ao shaders. HBAO (low, medium, and high), ray marching, and vo have all been touched to either work better or to actually work correctly.

- Improved the look of the explosion radial blur shader.

- Some minor tweaks to the interaction shaders that will hopefully improve performance some.

- Went through every shader and fixed/tweaked various things where needed.

- Added a number of replacement interaction shaders that use various parallax methods. These are to maintain mod compatibility for those who are using high-res texture packs with heightmap support. It is recommended to use one of these shaders as opposed to the ones that come with any of the texture packs.

- Reverted all of the glass materials to their default states, so no more glass specular.

- Interface:
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- Updated main menu with the new cvars

- Added a cvar to select between the use of Doom 3's default hud gui and the custom Alpha hud. One thing to note is that "g_useDynamicHud" only effects the Alpha hud.

- Misc:
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- Added a cvar to select between the use of Doom 3's default player head model and the marine helmet as the player's head.

- Moveable items now have collision sound effects.

- Fixed a bug in Delta1 where the outer ring of the reactor would move into place due to colliding with a medkit.

*Note: Again, this list is probably not 100% complete. Since it's just me working on this, I tend not to document every little change I make.

Sikkpin this mod of yours is friggin sikk... In a positive way. Sikkmod 1 and 1.1 was causing major lag on my rig. But now with v1.2 its whole other story... well i still wasn't able to max everything out. But Doom 3 with almost everything (with exception of SSAO and soft shadows) looks and feels whole lot better.

It seems there's a slight problem with this the update. All of the "test.vfp" shaders (the various parallax shaders) in the "glprogs" folder are bugged. So if anyone was using one of these shaders and getting a black screen when HDR was enabled, that's why.

You can get a tiny 28kb patch containing the fully working shaders here:

I installed this version on my copy of Doom 3, but the settings in the menu never show or save. The minor changes can still be seen, but none of the other things (motion blur, DoF, ecx...) work. Can you help?

Might just be me, but soft shadows seem to have taken a huge performance hit since the last version. Also, thanks for adding in a toggle for projectile mode! Also, in case anyone else has this issue: if some of the effects (mainly DoF and color grading, though I still have problems detecting if the latter is working at all) are broken, delete your DooMConfig.cfg and start a fresh one.

Hello
May I ask about the state of compiling? And also if you managed to do it for Doom3 sikkmod could you also compile this .dll for sikkmod lite 1.2 for Prey? ^^ I'd really like to play great looking Prey natively.

Hey man this is some awesome stuff you're doing. I was just wondering if there was any way to get the gow blood splatter mod to work with your mod. I mean everything just looks so great (especially if you use some texture mods) and then you have that low res blood that appears when u get hit or shotgun someone to the face up close. And then there was a mod that made character models look better, like instead of having those blocky heads they were all round and that looked cool, I believe it was called better character models mod or something in that area. I think those features would make a great addition if you could incorporate them. Otherwise, this is da shiet ! :D Thanks !

Please help. I've ben downloaded subj v.1.2 . And I can't show right picture. With enabling HDR I have a white screen. With enabling bloom effects I have an upside-down screen. And without any effects there is incorrect proportion in game picture. Shadows incorrect covers bodies and faces. I see mirror reflections on ordinary surfaces...
But many peoples playing it in teh internets, w/o so much troubles.
Hardware is: Radeon 6950 2048mB, Phenom II x4. WinXP SP3 х32 and Win7 SP1 x64 tried. Catalyst 11.8, 11.9 . Doom version is 1.3.1.1304 .
What am I doing wrong?
P.S.: Sorry for my english.

Oh, found another small issue, when switching player head model to marine helmet, the original head model is kept no matter of setting, strange part is, it actually changes the variable in the config file correctly (or so I believe).

Just installed Doom 3 JUST to test this out, especially the SSAO effects are very nice!

However, when i enable soft shadowing, i get a weird graphical glitch, namely a very blurry overlay of whatever texture i am looking at directly in front of the camera - which makes for a distracting flickering effect :-(

Does this have to do with the fact that i am on NVidia instead of ATI?

Dear Sikkpin your mod is the Best! Thank you so much! and now it is working with my amd 6970 as well (changed the doom3 exe name as suggested).Out of all the games/Mods I have played around with Sikkmod is the Best.

I do have some interaction shader replacements for ETQW but I've never done any of the post effects for it. It already has a pretty good bloom solution and even though the color balancing is nothing more than simple tinting, it does the job just fine. If you want to improve the post process visuals of ETQW, you can create custom atmosphere parameters for the maps. This probably won't work for online play but it'll work for solo/private matches.

I need help, I would like the Sikk's feedback mostly due to the nature of my question but all feedback will be valued...ok
For DoF settings, for the most realistic experience what values do you use for Blur Scale, Blur Quality, Near Distance, Focus Distance and Far Distance respectively.

Been playing around with it for ages, got close to something nice but I want tried and tested values.

Is it Just me that's is having this problem ? i'm trying to open this mod trought the doom 3 menu but every time i try to play this mod the game close and the mod doesen't open. if someone could help me i would be very greatful and sorry for my bad english

Where would I find the value to adjust the max spread for the MG in variable spread mode? It seems none of the weapons actually have any spread using the variable spread except for the Chaingun and Shotgun. I'd like to make a mod in which the MG has a wider max spread but starts a tiny minimum spread and deals more damage.